package eu.szemraj.display {
   import flash.geom.Matrix;   
   import flash.display.BitmapData;
   import flash.display.BlendMode;
   import flash.display.DisplayObject;
   import flash.geom.ColorTransform;
   import flash.geom.Point;
   import flash.geom.Rectangle;

   public class HitTest {

      public static function complexHitTestObject( target1:DisplayObject, target2:DisplayObject,  accurracy:Number = 1 ):Boolean {

         return complexIntersectionRectangle( target1, target2, accurracy ).width != 0;
      }

      public static function intersectionRectangle( target1:DisplayObject, target2:DisplayObject ):Rectangle {

	
         // If either of the items don't have a reference to stage, then they are not in a display list
         // or if a simple hitTestObject is false, they cannot be intersecting.
         if( !target1.root || !target2.root || !target1.hitTestObject( target2 ) ) return new Rectangle( );
	
         // Get the bounds of each DisplayObject.
         var bounds1:Rectangle = target1.getBounds( target1.root );
         var bounds2:Rectangle = target2.getBounds( target2.root );

         // Determine test area boundaries.
         var intersection:Rectangle = new Rectangle( );
         intersection.x = Math.max( bounds1.x, bounds2.x );
         intersection.y = Math.max( bounds1.y, bounds2.y );
         intersection.width = Math.min( ( bounds1.x + bounds1.width ) - intersection.x, ( bounds2.x + bounds2.width ) - intersection.x );
         intersection.height = Math.min( ( bounds1.y + bounds1.height ) - intersection.y, ( bounds2.y + bounds2.height ) - intersection.y );
	
         return intersection;
      }

      public static function complexIntersectionRectangle( target1:DisplayObject, target2:DisplayObject, accurracy:Number = 1 ):Rectangle {                     

	
         if( accurracy <= 0 ) throw new Error( "ArgumentError: Error #5001: Invalid value for accurracy", 5001 );
	
         // If a simple hitTestObject is false, they cannot be intersecting.
         if( !target1.hitTestObject( target2 ) ) return new Rectangle( );
         var hitRectangle:Rectangle = intersectionRectangle( target1, target2 );

         // If their boundaries are no interesecting, they cannot be intersecting.
         if( hitRectangle.width * accurracy < 1 || hitRectangle.height * accurracy < 1 ) return new Rectangle( );
         var bitmapData:BitmapData = new BitmapData( hitRectangle.width * accurracy, hitRectangle.height * accurracy, false, 0x000000 ); 

         // Draw the first target.
         bitmapData.draw( target1, HitTest.getDrawMatrix( target1, hitRectangle, accurracy ), new ColorTransform( 1, 1, 1, 1, 255, -255, -255, 255 ) );
         
         // Overlay the second target.
         bitmapData.draw( target2, HitTest.getDrawMatrix( target2, hitRectangle, accurracy ), new ColorTransform( 1, 1, 1, 1, 255, 255, 255, 255 ), BlendMode.DIFFERENCE );

         // Find the intersection.
         var intersection:Rectangle = bitmapData.getColorBoundsRect( 0xFFFFFFFF, 0xFF00FFFF );
         bitmapData.dispose( );

         // Alter width and positions to compensate for accurracy
         if( accurracy != 1 ) {
	
            intersection.x /= accurracy;
            intersection.y /= accurracy;
            intersection.width /= accurracy;
            intersection.height /= accurracy;
         }
	
         intersection.x += hitRectangle.x;
         intersection.y += hitRectangle.y;

         return intersection;
      }

      protected static function getDrawMatrix( target:DisplayObject, hitRectangle:Rectangle, accurracy:Number ):Matrix {

         var localToGlobal:Point;
         var matrix:Matrix;
         var rootConcatenatedMatrix:Matrix = target.root.transform.concatenatedMatrix;

         localToGlobal = target.localToGlobal( new Point( ) );
         matrix = target.transform.concatenatedMatrix;
         matrix.tx = localToGlobal.x - hitRectangle.x;
         matrix.ty = localToGlobal.y - hitRectangle.y;
         matrix.a = matrix.a / rootConcatenatedMatrix.a;
         matrix.d = matrix.d / rootConcatenatedMatrix.d;

         if( accurracy != 1 ) matrix.scale( accurracy, accurracy );

         return matrix;
      }
   }
} 




	


